/////////////////////////////////////////////////////////////////////////////
// Shader.h
//
// Copyright (c) 2010, NGMOCO:)
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without 
// modification, are permitted provided that the following conditions are met:
//
//    * Redistributions of source code must retain the above copyright notice, 
//		this list of conditions and the following disclaimer.
//    * Redistributions in binary form must reproduce the above copyright notice, 
//		this list of conditions and the following disclaimer in the documentation 
//		and/or other materials provided with the distribution.
//    * Neither the name of the NGMOCO:) nor the names of its contributors may be 
//		used to endorse or promote products derived from this software without
//		specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS
// BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
// GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
// HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
// STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY
// WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
/////////////////////////////////////////////////////////////////////////////

#ifndef ASSET_VIEWER_SHADER_H
#define ASSET_VIEWER_SHADER_H

#include <stdint.h>
typedef enum ShaderError
{
	SHADER_ERROR_NONE,
	SHADER_ERROR_INVALID_ARGS,
	SHADER_ERROR_GL_ERROR,

	SHADER_ERROR_COUNT
} ShaderError_t;

class Shader
{
public:

	Shader();
	~Shader();

	ShaderError Init(const char* vsFile, const char* fsFile);

	ShaderError Enable();
	ShaderError Disable();
	uint32_t Id(){ return mId; }

private:

	uint32_t mId;
	uint32_t mVsId;
	uint32_t mFsId;

}; // end of class Shader

#endif // end of namespace ASSET_VIEWER_SHADER_H
